Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Personnel
The NPC framework for Schedule I. NPC packs as plain folders - spawn points, daily schedules, customer/dealer economy, contacts - spawned as real networked, saved NPCs. No code needed.
| Last updated | a week ago |
| Total downloads | 364 |
| Total rating | 1 |
| Categories | Mods |
| Dependency string | DooDesch-Personnel-2.2.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3ifBars-S1API_Forked
S1API is an open source collaboration project to help standardize Schedule One modding processes. The goal is to provide a standard place for common functionalities so you can focus on making content versus reverse engineering the game.
Preferred version: 3.1.1README
Personnel - Custom NPCs for Schedule I
🛟 Need help or found a bug? Get support at support.doodesch.de/personnel.
The NPC framework for Schedule I. NPC packs are plain folders - spawn points, daily schedules, customer/dealer economy, relationships, contacts - and Personnel spawns them as real S1API NPCs: networked, saved, walking their routines. Since 2.0, no mod code needed at all.
What it does
- NPC mods without code. A pack's
manifest.jsoncan carry everything: spawn point and region, a daily schedule (walk routes, buildings, seats, vending machines, slot machines, dialogue spots, car trips), customer or dealer economy, inventory, relationships and contact presentation. Set"autoRegister": trueand Personnel spawns the NPCs as real world NPCs on its own. - Real S1API NPCs, not props - prefab, networking, save/load and mugshot handled by S1API, the same machinery hand-coded NPC mods use.
- Physical or contact-only. Most roster NPCs can stay phone contacts (near-zero cost); only the ones that should walk the world are physical. Big packs stay fast, also on Steam Deck.
- Deep appearance: body, skin, hair, face, eyes, eyebrows, clothing, accessories and custom PNG layers (e.g. tattoos). Design packs live in-game with Personify.
- Coordinates from the console. The game shows none, so
personnel pos 07:30hands you a finishedwalkToaction for the spot you are standing on,personnel spawna full spawn block, andpersonnel routecollects a whole day's route. Everything lands on your clipboard. - Stable, save-safe NPC ids with rename escape hatches (
packId,saveId).
Requirements
- Schedule I (IL2CPP) with MelonLoader 0.7.3+.
- S1API (pulled in as a dependency).
Using it
Install Personnel plus any NPC pack or NPC mod that depends on it. Packs live in
UserData/Personnel/Packs/<PackName>/; on startup the log lists each pack with its NPC ids and how
many were auto-registered. In co-op, everyone needs the same packs installed - the same rule as for
mods.
Want a template? Set LoadExamplePack to true (UserData/MelonPreferences.cfg under Personnel_01_Main) and restart - a small example pack is
dropped into Packs/Examples, including an NPC with a spawn point and daily schedule to copy.
For pack authors and developers
Every manifest block (spawn, schedule, customer, dealer, inventory, relationships, contact) is documented on the Pack Format wiki page. Mods can still bring pack NPCs in with one tiny subclass:
public sealed class PaleNpc : Personnel.PersonnelNpc
{
protected override string DefId => "examples_pale";
}
var npc = new PaleNpc(); // spawns a fully networked, saved S1API NPC from the pack definition
Full pack format, API reference and examples on GitHub.
Settings
LoadExamplePack(defaultfalse) - drop the bundled example pack on disk as a template.EnableAutoRegister(defaulttrue) - kill switch for pack auto-registration.
Editable in UserData/MelonPreferences.cfg.
License
MIT. See the included LICENSE.md.